In recent years, Gamification has emerged as a strategic tool for enhancing user experience in non-game contexts by integrating game design elements into services. This thesis investigates the role of Gamification within service design, aiming to understand how it can be effectively implemented to increase user engagement and foster value co-creation. After a theoretical review of the main definitions of Gamification—particularly those by Deterding and by Huotari & Hamari—the thesis explores the connection between Gamification and service theory, highlighting the central role of affordances in enabling meaningful gameful experiences. Special attention is given to psychological aspects, including the Self-Determination Theory, the concept of flow, and the Octalysis framework, which provide insight into the motivational mechanisms activated by Gamification. The core of the thesis presents two practical frameworks for implementation in service contexts: the Gamification Service Framework (GSF) and the model proposed by Deloitte, with a focus on iterative design, customer journey analysis, and intrinsic motivation. The theoretical analysis is complemented by case studies that illustrate the results achieved in terms of engagement, satisfaction, and perceived value. The findings confirm that, when carefully designed with attention to the experiential and psychological dimensions of users, Gamification can be an effective lever for service innovation and for optimizing value-in-use. This thesis thus offers both theoretical and practical contributions to the design of more engaging, experience-oriented, and value-driven services.
Negli ultimi anni, la Gamification si è affermata come strumento strategico per migliorare l’esperienza dell’utente in contesti non ludici, grazie all’integrazione di elementi di game design nei servizi. Questa tesi analizza il fenomeno della Gamification all’interno del service design, con l’obiettivo di comprendere come essa possa essere progettata per aumentare il coinvolgimento dell’utente e favorire la co-creazione di valore. Dopo un’analisi teorica delle principali definizioni di Gamification (in particolare quelle di Deterding e di Huotari & Hamari), il lavoro esplora il legame tra gamification e teoria dei servizi, evidenziando il ruolo centrale delle affordance nel generare esperienze gameful significative. Ampio spazio è dedicato anche agli aspetti psicologici, con riferimento alla Self-Determination Theory, alla teoria del flow e al modello Octalysis, che spiegano le leve motivazionali su cui la Gamification può agire. La parte centrale della tesi presenta due framework operativi per l’implementazione nei servizi: il Gamification Service Framework (GSF) e il modello proposto da Deloitte, con focus su progettazione iterativa, customer journey e motivazione intrinseca. L’analisi è completata da casi studio che evidenziano i risultati ottenuti in termini di engagement, soddisfazione e valore percepito. I risultati emersi confermano che la Gamification, se progettata con attenzione agli aspetti esperienziali e psicologici dell’utente, rappresenta una leva efficace per l’innovazione dei servizi e per l’ottimizzazione del valore-in-use. La tesi fornisce dunque un contributo teorico e applicativo alla progettazione di servizi più coinvolgenti, orientati all’esperienza e al valore generato per il cliente.
Gamification e Servizi: Progettare Esperienze Coinvolgenti per la Creazione di Valore
D'ESTE, TOMMASO
2024/2025
Abstract
In recent years, Gamification has emerged as a strategic tool for enhancing user experience in non-game contexts by integrating game design elements into services. This thesis investigates the role of Gamification within service design, aiming to understand how it can be effectively implemented to increase user engagement and foster value co-creation. After a theoretical review of the main definitions of Gamification—particularly those by Deterding and by Huotari & Hamari—the thesis explores the connection between Gamification and service theory, highlighting the central role of affordances in enabling meaningful gameful experiences. Special attention is given to psychological aspects, including the Self-Determination Theory, the concept of flow, and the Octalysis framework, which provide insight into the motivational mechanisms activated by Gamification. The core of the thesis presents two practical frameworks for implementation in service contexts: the Gamification Service Framework (GSF) and the model proposed by Deloitte, with a focus on iterative design, customer journey analysis, and intrinsic motivation. The theoretical analysis is complemented by case studies that illustrate the results achieved in terms of engagement, satisfaction, and perceived value. The findings confirm that, when carefully designed with attention to the experiential and psychological dimensions of users, Gamification can be an effective lever for service innovation and for optimizing value-in-use. This thesis thus offers both theoretical and practical contributions to the design of more engaging, experience-oriented, and value-driven services.| File | Dimensione | Formato | |
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Gamification e Servizi Progettare Esperienze Coinvolgenti per la Creazione di Valore.pdf
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https://hdl.handle.net/20.500.12608/94842